raze/source/games/blood/src/aihound.cpp
2022-10-10 17:37:19 +02:00

144 lines
5 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void houndThinkSearch(DBloodActor*);
static void houndThinkGoto(DBloodActor*);
static void houndThinkChase(DBloodActor*);
AISTATE houndIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE houndSearch = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, houndThinkSearch, &houndIdle };
AISTATE houndChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, houndThinkChase, NULL };
AISTATE houndRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &houndSearch };
AISTATE houndTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &houndSearch };
AISTATE houndGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, houndThinkGoto, &houndIdle };
AISTATE houndBite = { kAiStateChase, 6, nHoundBiteClient, 60, NULL, NULL, NULL, &houndChase };
AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL, &houndChase };
void houndBiteSeqCallback(int, DBloodActor* actor)
{
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
#ifdef NOONE_EXTENSIONS
if (target->IsPlayerActor() || gModernMap) // allow to hit non-player targets
actFireVector(actor, 0, 0, dx, dy, target->int_pos().Z - actor->int_pos().Z, kVectorHoundBite);
#else
if (target->IsPlayerActor())
actFireVector(actor, 0, 0, dx, dy, target->spr.z - actor->spr.z, kVectorHoundBite);
#endif
}
void houndBurnSeqCallback(int, DBloodActor* actor)
{
actFireMissile(actor, 0, 0, bcos(actor->int_ang()), bsin(actor->int_ang()), 0, kMissileFlameHound);
}
static void houndThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
}
static void houndThinkGoto(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &houndSearch);
aiThinkTarget(actor);
}
static void houndThinkChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &houndGoto);
return;
}
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto target = actor->GetTarget();
int dx = target->int_pos().X - actor->int_pos().X;
int dy = target->int_pos().Y - actor->int_pos().Y;
aiChooseDirection(actor, getangle(dx, dy));
if (target->xspr.health == 0)
{
aiNewState(actor, &houndSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &houndSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
if (cansee(target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - height, actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
aiNewState(actor, &houndBurn);
else if (nDist < 0x266 && abs(nDeltaAngle) < 85)
aiNewState(actor, &houndBite);
return;
}
}
}
aiNewState(actor, &houndGoto);
actor->SetTarget(nullptr);
}
END_BLD_NS